示例#1
0
        pose.pose.position.x = 0.8

        global i
        t0 = rospy.Time.now().to_sec(
        )  # To just wander left and ri8 to get a detection
        while rospy.Time.now().to_sec() - t0 < 0.2:  # its enough i think
            # if i%2 == 0:
            #     pose.pose.position.y = 1
            # else:
            #     pose.pose.position.y = -1
            pose.pose.position.y = 0.2
            # if current_position.pose.position.z > 3.28:
            #     pose.pose.position.z = 3.27
            # elif current_position.pose.position.z < 3.27:
            #     pose.pose.position.z = 3.28
            pose.pose.position.z = 3
            pose.pose.orientation.w = 1
            local_pos_pub.publish(pose)
        i = i + 1


if __name__ == '__main__':
    try:
        take = armtakeoff()
        take.arm()
        take.takeoff()
        main()

    except rospy.ROSInterruptException:
        pass
示例#2
0
        i = i+1
        main(i)
    elif dist <0.0005 and i>=len(msg.points):
        i=0
        msg =0
        while msg==0:
            rospy.Subscriber('/mav_local_planner/full_trajectory',MultiDOFJointTrajectory,callback)
            print("no hope")
        print("msg not zero")
        print(msg)
        main(i)


if __name__ == '__main__':
     try:
            armclass = armtakeoff()
            # global setpoint
            print(setpoint)
            setpoint_pub = rospy.Publisher('/waypoint', PoseStamped,queue_size=10)
            setpoint_pub.publish(setpoint)

            # rospy.sleep(1)

            rospy.Subscriber('/mav_local_planner/full_trajectory',MultiDOFJointTrajectory,callback)

            while msg==0:
                rospy.Subscriber('/mav_local_planner/full_trajectory',MultiDOFJointTrajectory,callback)
                print("no hope")
            print("msg not zero")
            print(msg)
示例#3
0
from armf import armtakeoff
import rospy

rospy.init_node('do_move1', anonymous=True)

a = armtakeoff()

a.arm()
a.takeoff1()

示例#4
0
def main():
    pygame.init()
    screen = pygame.display.set_mode((640, 480))
    clock = pygame.time.Clock()

    x_curser1 = 160
    y_curser1 = 240
    x_curser2 = 480
    y_curser2 = 240
    mode = ''
    count = 0
    radius = 10
    screen.fill((0, 0, 0))

    color_curser1 = (0, 255, 0)
    color_curser2 = (0, 255, 0)
    pygame.draw.circle(screen, color_curser1, (x_curser1, y_curser1), radius)
    pygame.draw.circle(screen, color_curser2, (x_curser2, y_curser2), radius)

    arm = armtakeoff()
    arm.arm()
    arm.takeoff()

    while True:

        screen.fill((0, 0, 0))
        x_curser1 = 160
        y_curser1 = 240
        x_curser2 = 480
        y_curser2 = 240

        pressed = pygame.key.get_pressed()

        alt_held = pressed[pygame.K_LALT] or pressed[pygame.K_RALT]
        ctrl_held = pressed[pygame.K_LCTRL] or pressed[pygame.K_RCTRL]

        for event in pygame.event.get():

            # determin if X was clicked, or Ctrl+W or Alt+F4 was used
            if event.type == pygame.QUIT:
                return
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_w and ctrl_held:
                    return
                if event.key == pygame.K_F4 and alt_held:
                    return
                if event.key == pygame.K_ESCAPE:
                    return

                # determine if a letter key was pressed
                if event.key == pygame.K_w:
                    mode = 'up'
                elif event.key == pygame.K_s:
                    mode = 'down'
                elif event.key == pygame.K_d:
                    mode = 'right'
                elif event.key == pygame.K_a:
                    mode = 'left'
                elif event.key == pygame.K_SPACE:
                    mode = 'jump'
                elif event.key == pygame.K_q:
                    mode = 'yaw'
                elif event.key == pygame.K_e:
                    mode = 'yawri8'
                elif event.key == pygame.K_LCTRL:
                    mode = 'low'
                elif event.key == pygame.K_h:
                    mode = 'hold'

        color_curser1 = (255, 0, 0)
        color_curser2 = (255, 0, 0)
        color_curser3 = (0, 0, 255)
        color_curser4 = (0, 0, 255)

        pygame.draw.circle(screen, color_curser1, (x_curser1, y_curser1),
                           radius)
        pygame.draw.circle(screen, color_curser2, (x_curser2, y_curser2),
                           radius)

        x_curser1, y_curser1, x_curser2, y_curser2 = curserControl(
            screen, x_curser1, y_curser1, x_curser2, y_curser2, mode, count,
            color_curser1, color_curser1, radius)

        pygame.draw.circle(screen, color_curser3, (x_curser1, y_curser1),
                           radius)
        pygame.draw.circle(screen, color_curser4, (x_curser2, y_curser2),
                           radius)

        pygame.display.flip()

        clock.tick(60)